mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 08:57:59 +01:00
151 lines
5.1 KiB
C#
151 lines
5.1 KiB
C#
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using UnityEngine;
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using System.Collections.Generic;
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namespace TMPro
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{
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public enum Compute_DistanceTransform_EventTypes { Processing, Completed };
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public static class TMPro_EventManager
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{
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public static readonly FastAction<object, Compute_DT_EventArgs> COMPUTE_DT_EVENT = new FastAction<object, Compute_DT_EventArgs>();
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// Event & Delegate used to notify TextMesh Pro objects that Material properties have been changed.
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public static readonly FastAction<bool, Material> MATERIAL_PROPERTY_EVENT = new FastAction<bool, Material>();
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public static readonly FastAction<bool, TMP_FontAsset> FONT_PROPERTY_EVENT = new FastAction<bool, TMP_FontAsset>();
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public static readonly FastAction<bool, Object> SPRITE_ASSET_PROPERTY_EVENT = new FastAction<bool, Object>();
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public static readonly FastAction<bool, TextMeshPro> TEXTMESHPRO_PROPERTY_EVENT = new FastAction<bool, TextMeshPro>();
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public static readonly FastAction<GameObject, Material, Material> DRAG_AND_DROP_MATERIAL_EVENT = new FastAction<GameObject, Material, Material>();
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public static readonly FastAction<bool> TEXT_STYLE_PROPERTY_EVENT = new FastAction<bool>();
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public static readonly FastAction<TMP_ColorGradient> COLOR_GRADIENT_PROPERTY_EVENT = new FastAction<TMP_ColorGradient>();
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public static readonly FastAction TMP_SETTINGS_PROPERTY_EVENT = new FastAction();
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public static readonly FastAction RESOURCE_LOAD_EVENT = new FastAction();
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public static readonly FastAction<bool, TextMeshProUGUI> TEXTMESHPRO_UGUI_PROPERTY_EVENT = new FastAction<bool, TextMeshProUGUI>();
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public static readonly FastAction OnPreRenderObject_Event = new FastAction();
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public static readonly FastAction<Object> TEXT_CHANGED_EVENT = new FastAction<Object>();
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//public static readonly FastAction WILL_RENDER_CANVASES = new FastAction();
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//static TMPro_EventManager()
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//{
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// // Register to the willRenderCanvases callback once
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// // then the WILL_RENDER_CANVASES FastAction will handle the rest
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// Canvas.willRenderCanvases += WILL_RENDER_CANVASES.Call;
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//}
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public static void ON_PRE_RENDER_OBJECT_CHANGED()
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{
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OnPreRenderObject_Event.Call();
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}
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public static void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
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{
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MATERIAL_PROPERTY_EVENT.Call(isChanged, mat);
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}
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public static void ON_FONT_PROPERTY_CHANGED(bool isChanged, TMP_FontAsset font)
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{
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FONT_PROPERTY_EVENT.Call(isChanged, font);
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}
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public static void ON_SPRITE_ASSET_PROPERTY_CHANGED(bool isChanged, Object obj)
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{
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SPRITE_ASSET_PROPERTY_EVENT.Call(isChanged, obj);
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}
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public static void ON_TEXTMESHPRO_PROPERTY_CHANGED(bool isChanged, TextMeshPro obj)
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{
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TEXTMESHPRO_PROPERTY_EVENT.Call(isChanged, obj);
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}
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public static void ON_DRAG_AND_DROP_MATERIAL_CHANGED(GameObject sender, Material currentMaterial, Material newMaterial)
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{
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DRAG_AND_DROP_MATERIAL_EVENT.Call(sender, currentMaterial, newMaterial);
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}
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public static void ON_TEXT_STYLE_PROPERTY_CHANGED(bool isChanged)
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{
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TEXT_STYLE_PROPERTY_EVENT.Call(isChanged);
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}
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public static void ON_COLOR_GRAIDENT_PROPERTY_CHANGED(TMP_ColorGradient gradient)
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{
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COLOR_GRADIENT_PROPERTY_EVENT.Call(gradient);
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}
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public static void ON_TEXT_CHANGED(Object obj)
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{
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TEXT_CHANGED_EVENT.Call(obj);
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}
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public static void ON_TMP_SETTINGS_CHANGED()
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{
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TMP_SETTINGS_PROPERTY_EVENT.Call();
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}
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public static void ON_RESOURCES_LOADED()
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{
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RESOURCE_LOAD_EVENT.Call();
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}
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public static void ON_TEXTMESHPRO_UGUI_PROPERTY_CHANGED(bool isChanged, TextMeshProUGUI obj)
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{
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TEXTMESHPRO_UGUI_PROPERTY_EVENT.Call(isChanged, obj);
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}
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//public static void ON_BASE_MATERIAL_CHANGED(Material mat)
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//{
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// BASE_MATERIAL_EVENT.Call(mat);
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//}
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//public static void ON_PROGRESSBAR_UPDATE(Progress_Bar_EventTypes event_type, Progress_Bar_EventArgs eventArgs)
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//{
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// if (PROGRESS_BAR_EVENT != null)
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// PROGRESS_BAR_EVENT(event_type, eventArgs);
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//}
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public static void ON_COMPUTE_DT_EVENT(object Sender, Compute_DT_EventArgs e)
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{
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COMPUTE_DT_EVENT.Call(Sender, e);
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}
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}
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public class Compute_DT_EventArgs
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{
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public Compute_DistanceTransform_EventTypes EventType;
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public float ProgressPercentage;
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public Color[] Colors;
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public Compute_DT_EventArgs(Compute_DistanceTransform_EventTypes type, float progress)
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{
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EventType = type;
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ProgressPercentage = progress;
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}
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public Compute_DT_EventArgs(Compute_DistanceTransform_EventTypes type, Color[] colors)
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{
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EventType = type;
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Colors = colors;
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}
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}
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}
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